By Gary Kearney
Hey!! Hoo!!! Hey!!! Hoo!!! OK, I am not that big into the rap scene.
Basically what I know I think of as nothing more than stereotypes. Rappers going
around causing all sorts of trouble for themselves and the the idea that the
more “hard core” you are the more successful you will be in the industry. So
along comes the third game from the rap label Def Jam and they do nothing to
fight my stereotypical view of the genre. But that's cool, I understand the
whole image thing and they need to keep up their street cred or whatever. The
previous games in the series did not appeal to me because I'm not a fan of the
music and don't like fighting games all that much, so two strikes against the
game before I even slide it in the PS3. But I do like video games so I figure
I'd give it a shot and see what it's all about. Does Icon get a quick third
strike or does it have a bit more game than that? Here we go to find out...
EA's Def Jam:Icon is the third game to feature the Def Jam artists in a
fighting game, and the first to drop on the next generation systems. Icon has a
very specific style and audience, a very big audience to be sure, but if you
hate rap and hip hop music then you should stay far away from this game...as it
says on the game box “Music is Your Weapon” and they do mean it but more about
that in a moment. There are several game modes but really it boils down to the
single player “Build A Label” and the online multi-player. The Practice mode and
Beatings with Bass are both just ways to try and get familiar with the controls
and the unique twist that the music plays in the game. The Throw Down mode is a
way to get in quickly without saving any stats and no story to deal with. But
the real action is with the Build A Label mode...
You start off the Build A Label by first creating your character in one of
the more detailed creation utilities I've ever seen. But in keeping with the
gangsta style of the game you don't create a character instead you create a
“suspect”. I guess that kind of tells you what's expected out of you in the
game. Once you got your look down off you go into the “story”. Obviously the
main aim of the game is fighting but Icon tries to connect all the fighting
together into some sort of story. The bad part is that they didn't do it very
well. It seems that the right ideas are there, the story was interesting enough
for me to want to keep going but it just didn't segue to the fights well. There
are some very well done cutscenes but they were too few and far between. And
even when you did get a scene that played out interestingly it just leads right
into a fight, no other interactions from you, just fighting. Icon tries to take
you into the “real” world of rap artists and producers by showing you that all
rappers settle things by fighting. Spill a drink on someone..Fight! Paparazzi
getting on your nerves...Fight! Want to sign a new artist...Fight! Off duty cop
bringing you down...Fight! Fans getting too close...Fight! Well you get the
idea, there's nothing in the world of business that can not be solved by tossing
someone into a helicopter's rotor tail. Oh sure we all wish we could settle
matters this way but in reality only rappers and their producers can.
You start off in a shoddy looking crib and as you get more successful your
apartment will reflect this success. You get a lot of emails when hanging out
and through these you find out who you have to go lay a beat down on. You get
emails from your manager, lawyer, girlfriend, artists, competition, etc.
Sometimes there's nothing to do but read the email, other times you have to make
a yes/no decision that usually involves money. Things like should you buy your
girlfriend a new vase, or help cover the legal expenses for one of your boys, or
even buy someone a house. These decisions usually have an effect on how happy
people are, but this doesn't really seem to have much impact on the game. You
also have to decide when to drop a new track from one of your artists and then
create a budget on how you will spend to market and sell the record.
Unfortunately there are no guidelines or help on how to do this. I mean how much
money should you spend on airplay for a new single (which I thought was illegal,
but then again so is just about everything you do in this game), or how much for
materials and marketing? Who knows? I tried all sorts of different combinations
and never saw a huge difference. I think that if EA works a bit more on fleshing
out the “producer” role along with better integrating the story into the fights
they will have a very cool game on their hands.
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